Iku-Turso
Level 1
Sea monster
22 Hit Points
Initiative: d20 Speed: 30
- Guard 11
- Toughness 12
- Resolve 12
Feats
You gain advantage 1 on lethal strikes. Up to 5 damage (not to exceed the total damage dealt) is considered lethal damage. Your attacks are considered lethal strikes whenever you fulfill one of the following conditions: Your target is caught off guard or otherwise unaware of the attack, such as when you are hidden from them, disguised as a friend, or have successfully deceived them; Your target is within melee attack range of an ally.
With the chosen attribute, gain advantage 1 on non-attack, non-invocation rolls.
Favored Attacks
- Energy (+1d10) vs Guard — max 50' range
Banes
- Deafened (Resist ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Toughness
- Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Resolve at PL 3
- Presence (+1d10) vs. Resolve at PL 3
- Disarmed (Instantaneous)
- Energy (+1d10) vs. Guard at PL 3
- Forced Move (Instantaneous)
- Energy (+1d10) vs. Guard at PL 4
- Immobile (Resist ends (special) (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Toughness
- Knockdown (Instantaneous)
- Energy (+1d10) vs. Guard
- Persistent Damage (Resist ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Guard at PL 4
- Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Resolve at PL 4
- Presence (+1d10) vs. Resolve at PL 4
- Slowed (Resist ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Guard
- Stunned (Resist ends (Fail x 3 = 1 minute))
- Energy (+1d10) vs. Toughness
Boons
- Aura
- Energy (+1d10) up to PL 4
- Presence (+1d10) up to PL 4
- Barrier
- Energy (+1d10) up to PL 3
- Bolster
- Presence (+1d10) up to PL 3
- Heal
- Learning (+1d10) up to PL 4
- Presence (+1d10) up to PL 4
- Light
- Energy (+1d10) up to PL 4
- Resistance
- Energy (+1d10) up to PL 3
- Summon Creature
- Energy (+1d10) up to PL 4
NPC Generator
Every reload creates a new, procedurally generated NPC.
Legendary creature names and descriptions sourced from Wikipedia.
